-The Dream Cancel Wiki has successfully upgraded it's wiki software and editing has returned. Tables for data have returned.

Template:FrameDataCargo-KOF02UM: Difference between revisions

From Dream Cancel Wiki
Jump to navigation Jump to search
Franck Frost (talk | contribs)
No edit summary
Franck Frost (talk | contribs)
No edit summary
Line 57: Line 57:
|}</includeonly><noinclude>
|}</includeonly><noinclude>
==Usage==
==Usage==
{{FrameDataCargo-KOF02UM
|moveId=kk_df+D,kk_sta
|description=
Kyo swings both his legs on the ground to trip his opponent, nothing too special but it compliments his moveset really well. No, it still isn't cancelable but it works well after a cl.C or cr.B, cr.A to give him a limited but easy and mostly safe conversion that boosts for his high/low mix-up game.<br>
Both hits' pushback and recovery keep it very safe on block but if the opponent is willing to spend the bar to [[The_King_of_Fighters_2002_UM/Defense#Guard_Cancel_AB.2C_GCRoll_.28Break_Roll.2FGuard_Roll.2FGuard_Cancel_Roll.29|GCRoll]] the first kick, they'll get a free punish on the recovering Kyo. Going for it more or less thus depends on situation and opponent.<br>
<br>
df+D is extremely fast and has decent low profile so you'd expect to use it as such but it's not great for the job. The range is fairly limited, especially on the second hit that has the unsettling tendency to whiff when spaced a bit making df+D very whiff punishable at close range. If willing to spend the meter with hardly a confirm, canceling to the 1st hit into a max run and another df+D to start a combo is a better alternative for using df+D raw.
<br>
<br>
* '''Combo Advice''': Whether after cl.C or cr.B, cr.A; a df+D max bypass or a df+D(1) max cancel into a run is the basis of most of Kyo's max mode potential so it's best to get used to the move and at least just using a max bypass off it.
|phases=
<gallery mode=packed-hover heights=140px>
File:02UM_Kyo_df+D_0.png|'''Idle'''
File:02UM_Kyo_df+D_1.png|'''Startup'''
File:02UM_Kyo_df+D_2.png|'''1st hit'''
File:02UM_Kyo_df+D_3.png|'''Gap'''
File:02UM_Kyo_df+D_4.png|'''Gap'''
File:02UM_Kyo_df+D_5.png|'''2nd hit'''
</gallery>
}}


{{FrameDataCargo-KOF02UM
{{FrameDataCargo-KOF02UM
Line 90: Line 70:
File:02UM_Kyo_st.C_3.png|'''Active'''
File:02UM_Kyo_st.C_3.png|'''Active'''
File:02UM_Kyo_st.C_4.png|'''Early Recovery'''
File:02UM_Kyo_st.C_4.png|'''Early Recovery'''
</gallery>
}}
{{FrameDataCargo-KOF02UM
|moveId=kk_rawf+B,kk_canf+B
|description=
Kyo lifts his leg then does a quick heel drop, very simple overhead but doesn't have much use, especially without meter. On paper the average speed and short active period feels lacking but a better look shows that the small active period is great since the hurtbox shrinks in quickly making it much less likely to be whiff punished. Furthermore, its good pushback also keeps it safe on block making this a fairly good mix-up option if it doesn't get stuffed first.<br>
<br>
* [[The_King_of_Fighters_2002_UM/Offense#Standing_Overheads|Standing Overhead]].
* '''Mix-up Advice''': After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B out faster than linking it for an overhead option versus canceling into df+D for a low.
* '''Combo Advice''': You can do '''BC run, cl.C''' to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B into '''qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A''' or '''qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P(Charge)''' to spend 2 bars on a 36~41% conversion.
|description2=
Like most standing overheads, canceling f+B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's f+B that then looks like his 98 Goufu You instead for some reason. It is faster but the first hit's range is tiny, whiffing on almost every non-backturned character for only the second hit to connect, although it only combos off cl.C/D on hit.<br>
It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.<br>
<br>
Both hits properly combo on the front only on Chang, standing(Shermie) and crouching(Chin, Choi, Xiangfei). Special note that against crouching Choi '''cl.C, f+B, qcf+C > hcb+P > f+P > dp+P''' is a true and good combo.
<br>
<br>
* '''Combo Advice''': The go-to meterless option on hit is '''cl.C, f+B, qcf+A''', it's mostly very safe on block but qcf+A can whiff on block so using qcf+C instead is a bit less safe but more consistent. The same max bypass as with raw f+B is still possible.
|phases=
<gallery mode=packed-hover heights=200px>
File:02UM_Kyo_raw_f+B_1.png|'''Startup'''
File:02UM_Kyo_raw_f+B_2.png|'''Active'''
File:02UM_Kyo_raw_f+B_3.png|'''Early Recovery'''
</gallery>
|phases2=
<gallery mode=packed-hover heights=200px>
File:02UM_Kyo_can_f+B_1.png|'''1st hit'''
File:02UM_Kyo_can_f+B_2.png|'''Gap'''
File:02UM_Kyo_can_f+B_3.png|'''2nd hit'''
</gallery>
</gallery>
}}
}}
[[Category:Templates]][[Category:The King of Fighters 2k2UM]]
[[Category:Templates]][[Category:The King of Fighters 2k2UM]]
</noinclude>
</noinclude>

Revision as of 19:51, 29 December 2021

Usage

No results
No results

Lua error: bad argument #1 to 'query' (string expected, got nil).

Lua error: bad argument #1 to 'query' (string expected, got nil).

No results


Very lackluster range for such a slow button with a severe lack of active frames, an unsettling tendency to be whiff punished and no conversion whatsoever. To put it bluntly this move could do double the damage with double the speed and it would still be pretty bad but it doesn't even have that. Mostly appears when messing up cl.C's spacing, frustration usually ensues.

No results
No results

Lua error: bad argument #1 to 'query' (string expected, got nil).

Lua error: bad argument #1 to 'query' (string expected, got nil).

No resultsNo results

Kyo lifts his leg then does a quick heel drop, very simple overhead but doesn't have much use, especially without meter. On paper the average speed and short active period feels lacking but a better look shows that the small active period is great since the hurtbox shrinks in quickly making it much less likely to be whiff punished. Furthermore, its good pushback also keeps it safe on block making this a fairly good mix-up option if it doesn't get stuffed first.

  • Standing Overhead.
  • Mix-up Advice: After cr.B/A, cr.A you can delay cancel into f+B to get the raw f+B out faster than linking it for an overhead option versus canceling into df+D for a low.
  • Combo Advice: You can do BC run, cl.C to combo off a very close f+B. Off the previous mix-up, you can max bypass f+B into qcf+BC, [(C)qcf+A, (C)qcf+C]x1~2 (SC) qcfx2+A or qcf+BC, [(C)qcf+A, (C)qcf+C]x2 (SC) qcb,hcf+P(Charge) to spend 2 bars on a 36~41% conversion.

Like most standing overheads, canceling f+B out of a normal on hit/block makes it faster and cancelable although they usually don't change animation like Kyo's f+B that then looks like his 98 Goufu You instead for some reason. It is faster but the first hit's range is tiny, whiffing on almost every non-backturned character for only the second hit to connect, although it only combos off cl.C/D on hit.
It is mostly safe if it gets blocked but falls short of being a true blockstring in the first place, it's still a good frametrap but shouldn't be too relied on since the opponent can OS it with a fast invincible reversal.

Both hits properly combo on the front only on Chang, standing(Shermie) and crouching(Chin, Choi, Xiangfei). Special note that against crouching Choi cl.C, f+B, qcf+C > hcb+P > f+P > dp+P is a true and good combo.

  • Combo Advice: The go-to meterless option on hit is cl.C, f+B, qcf+A, it's mostly very safe on block but qcf+A can whiff on block so using qcf+C instead is a bit less safe but more consistent. The same max bypass as with raw f+B is still possible.